RE: [hlcoders] vgui_controls
What files in particular? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders Subject: [hlcoders] vgui_controls > there are a bunch of .cpp files in src\vgui2\controls but they are > not included in the project, instead there is a vgui_controls.lib, > although the .h files are in the project. > > I tried adding the files to the project but I got 51 errors and I > immediatly removed them from the project :P > > did these cpp files get included by mistake or are they going to be > incorperated in the project files in the near future? > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Serverplugin linux makefile?
Um, yes it is (Makfile.plugin). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oskar Lindgren Sent: Sunday, December 05, 2004 10:27 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Serverplugin linux makefile? > Hi, > > I am trying to compile the serverplugin sample under linux, but the > makefile seems to be missning(And no, it isnt Makefile.plugin in > ./linux_sdk/)? > > / Oskar Lindgren > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Displaying a menu to a player
You need to use the messaging interface, it provides a menu capability along with generic text dialogs. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Sunday, December 05, 2004 7:24 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Displaying a menu to a player > Was wondering if this is possible or if anyone has done this yet? I > don't mean the sample menus that were shown that require you to press > escape. I mean menus similar/better than those found in HL1? (The > non-VGUI menus) And if so, how would I catch which option the user > presses? > > Thanks, > Josh > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] My mod won't run on a Win32 Dedicated Server
Hi folks, Has anyone else tried running their mod on the Source Dedicated Server via steam? I can't for the life of me get it to run. I copied over my mod dir to the /steamapps/username/source dedicated server/ folder, and checked and edited the gameinfo.txt's and the game.txt, etc. But when I try to run the dedicated server from Steam, it loads the console interface, with mostly empty fields. If i try to change maps via the console, it tells me: Failed to load server.dll Failed to load server binary Can't start game, no valid server.dll loaded Is there something wrong with my server.dll? I tried copying the hl2dm server.dll in it's place, still with the same error. Is this a known issue, and if so, anyone figured out a fix yet? Thanks guys, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Displaying a menu to a player
Was wondering if this is possible or if anyone has done this yet? I dont mean the sample menus that were shown that require you to press escape. I mean menus similar/better than those found in HL1? (The non-VGUI menus) And if so, how would I catch which option the user presses? Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Gmail & Mailing Lists
Dosn't matter if you are never offline :) On Sun, 05 Dec 2004 19:59:23 -0600, Matt Thompson <[EMAIL PROTECTED]> wrote: > ZoMtEc wrote: > > >But GMail rocks ur Outlook-Rules ;) > > > >I used Outlook like you did but gmail is much better i think! > > > > > Yes, but with gmail, there is no offline browsing. For that reason, I > use my gmail account, but use Mozilla Thunderbird to read it, since > gmail gives you pop access. > > I couldn't imagine using Outlook unless I had to for work. But thats a > different thread. :) > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Get Firefox http://www.GetFirefox.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin
Yea when I tried to get entity 0 I would get a crash everytime. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Sunday, December 05, 2004 1:14 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin As far as i know, entityindex 0 is the server, normal players start at 1. GetUserID is the unique userid. When a new player connects, this userid will be incremented. Greets Ronny > The line "if (!playerInfo) ..." is just my short hand for saying "I'm > doing error checking here, so don't worry playerInfo is non-null past > here". I should have made that more clear. > > The problem was that I was using the wrong entityindex (0) as Ronny > pointed out. > > I must admin I don't quite see how it works: > My entityindex is 1 > playerInfo->GetUserID() return 2 > > What is in entityindex 0? as engine->PEntityOfEntIndex(0) returns > non-null but dies in pain when you try and do stuff with it. > > > Trimbo > > On Sun, 5 Dec 2004 12:20:03 -0500, Josh <[EMAIL PROTECTED]> wrote: >> You need to do >> >> if ( playerinfo ){ >> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); >> } >> >> Not if !playerinfo >> >> >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel >> Sent: Sunday, December 05, 2004 7:34 AM >> To: [EMAIL PROTECTED] >> Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) >> issue in Plugin >> >> I cant see any errors, maybe a wrong playerIndex? >> Must be greater than 0. >> >> Greets >> Ronny >> >> > Is anyone able to help with this? >> > >> > >> > On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn >> > <[EMAIL PROTECTED]> wrote: >> >> Hi list, >> >> >> >> I'm messing about with a plugin and i'm getting a crash when trying to >> >> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex) >> >> >> >> I'm basically trying to find out info about entities based on the >> >> client index (eventually i'd like to do it based on name and/or steam >> >> id). >> >> >> >> Code goes a little like this: >> >> >> >> edict_t *entity = engine->PEntityOfEntIndex(playerIndex); >> >> if (!entity) ... >> >> >> >> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity); >> >> if (!playerInfo) ... >> >> >> >> // This line causes a crash >> >> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); >> >> >> >> I'm almost certainly doing something wrong, or perhaps my approach is >> >> totally wrong for what i'm trying to achive. So any thoughts? >> >> >> >> ta, >> >> >> >> Trimbo >> >> >> > >> > ___ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Gmail & Mailing Lists
ZoMtEc wrote: But GMail rocks ur Outlook-Rules ;) I used Outlook like you did but gmail is much better i think! Yes, but with gmail, there is no offline browsing. For that reason, I use my gmail account, but use Mozilla Thunderbird to read it, since gmail gives you pop access. I couldn't imagine using Outlook unless I had to for work. But thats a different thread. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] How to inflict damage to a player from a server plugin?
I am trying to code some functionality like the classics admin_slap, admin_slay in adminmod, But I can't find how to mess with a player's helth or speed. The IPlayerInfo returned by playerinfomanager->GetPlayerInfo(pEntity) only exposes readonly values. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin supported Interface Factories...
Thanks botman! PS You frigging own! :-) - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, December 06, 2004 12:40 AM Subject: Re: [hlcoders] Plugin supported Interface Factories... > v- HELP -v I STILL haven't determined a method to get each player's "origin" and "angles" in a plugin. The best I have found so far is to use the ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles() for each client (ICollideable is available through the edict_t structure using GetCollideable() function). ^- HELP -^ Oppps, forgot to say why I need help. :) The ICollideable gives you the proper origin, but the angles are always zero (I assume because Source uses AABB and the bounding box of players don't rotate). Anybody figured out how to get 'origin' AND 'angles' for each player on a server via a plugin? Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Anyone had such a problem?
Or a new driver is needed??? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff 'Kuja' Katz Sent: Sunday, December 05, 2004 6:16 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Anyone had such a problem? That's a video card memory issue. Looks like it's been overclocked (or the memory is just bad) -Kuja Vyacheslav Djura wrote: > Hello hlcoders, > > I know this isn't a place to ask some questions, but I think it's > the fastest way to tell Source programmers about the problem and > interesting if someone here experienced such problems. > > Look here (Alt+PrintScreen): > http://www.hl2source.com/hoaxer/background01.jpg > http://www.hl2source.com/hoaxer/hl2menu.JPG > > (F5): > http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg > > Game loads normallyvery seldom. In most cases main menu is normal, > but when game loads or I try to enter options menu everything goes > wrong - screen flickers, menu is in red colors, game slows down. If > after that I launch any other OpenGL\Direct3d application it affects > these games. > > What can be wrong? > > I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've > tried older drivers but effect is the same. I haven't tried new > drivers because they include changes only for GeForce6xxx series. I > also tried HL2 in DX7 mode - effect is the same. > > -- > Best regards, > Vyacheslav mailto:[EMAIL PROTECTED] > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin supported Interface Factories...
Try to load the nonworking interfaces with gameServerFactory instead of interfaceFactory. Especially IServerGameDLL needs gameServerFactory. Greets Ronny I've been trying to determine which interface factories are supported by Source Engine plugins. Here's some code I added to the empty plugin Load() function... // IClientEntityList *cliententitylist = (IClientEntityList*)interfaceFactory(VCLIENTENTITYLIST_INTERFACE_VERSION, NULL); // if ( !cliententitylist ) // Msg("PLUGIN: Unable to load cliententitylist, ignoring\n"); // else // Msg("PLUGIN: Loaded cliententitylist\n"); IEngineTrace *enginetrace = (IEngineTrace*)interfaceFactory(INTERFACEVERSION_ENGINETRACE_SERVER, NULL); if ( !enginetrace ) Msg("PLUGIN: Unable to load enginetrace, ignoring\n"); else Msg("PLUGIN: Loaded enginetrace\n"); // IServerGameDLL *gamedll = (IServerGameDLL*)interfaceFactory(INTERFACEVERSION_SERVERGAMEDLL, NULL); // if ( !gamedll ) // Msg("PLUGIN: Unable to load gamedll, ignoring\n"); // else // Msg("PLUGIN: Loaded gamedll\n"); // IServerGameEnts *gameents = (IServerGameEnts*)interfaceFactory(INTERFACEVERSION_SERVERGAMEENTS, NULL); // if ( !gameents ) // Msg("PLUGIN: Unable to load gameents, ignoring\n"); // else // Msg("PLUGIN: Loaded gameents\n"); // IServerGameClients *gameclients = (IServerGameClients*)interfaceFactory(INTERFACEVERSION_SERVERGAMECLIENTS, NULL); // if ( !gameclients ) // Msg("PLUGIN: Unable to load gameclients, ignoring\n"); // else // Msg("PLUGIN: Loaded gameclients\n"); ISpatialPartition *spatialpartition = (ISpatialPartition*)interfaceFactory(INTERFACEVERSION_SPATIALPARTITION, NULL); if ( !spatialpartition ) Msg("PLUGIN: Unable to load spatialpartition, ignoring\n"); else Msg("PLUGIN: Loaded spatialpartition\n"); IVoiceServer *voiceserver = (IVoiceServer*)interfaceFactory(INTERFACEVERSION_VOICESERVER, NULL); if ( !voiceserver ) Msg("PLUGIN: Unable to load voiceserver, ignoring\n"); else Msg("PLUGIN: Loaded voiceserver\n"); IStaticPropMgr *staticprops = (IStaticPropMgr*)interfaceFactory(INTERFACEVERSION_STATICPROPMGR_SERVER, NULL); if ( !staticprops ) Msg("PLUGIN: Unable to load staticprops, ignoring\n"); else Msg("PLUGIN: Loaded staticprops\n"); // IMapData *mapdata = (IMapData*)interfaceFactory(INTERFACEVERSION_MAPDATA, NULL); // if ( !mapdata ) // Msg("PLUGIN: Unable to load mapdata, ignoring\n"); // else // Msg("PLUGIN: Loaded mapdata\n"); // IPhysics *physics = (IPhysics*)interfaceFactory(VPHYSICS_INTERFACE_VERSION, NULL); // if ( !physics ) // Msg("PLUGIN: Unable to load physics, ignoring\n"); // else // Msg("PLUGIN: Loaded physics\n"); // IPhysicsCollision *physicscol = (IPhysicsCollision*)interfaceFactory(VPHYSICS_COLLISION_INTERFACE_VERSION, NULL); // if ( !physicscol ) // Msg("PLUGIN: Unable to load physicscol, ignoring\n"); // else // Msg("PLUGIN: Loaded physicscol\n"); // IPhysicsSurfaceProps *physicssurfprop = (IPhysicsSurfaceProps*)interfaceFactory(VPHYSICS_SURFACEPROPS_INTERFACE_VERS ION, NULL); // if ( !physicssurfprop ) // Msg("PLUGIN: Unable to load physicssurfprop, ignoring\n"); // else // Msg("PLUGIN: Loaded physicssurfprop\n"); IEngineSound *enginesound = (IEngineSound*)interfaceFactory(IENGINESOUND_SERVER_INTERFACE_VERSION, NULL); if ( !enginesound ) Msg("PLUGIN: Unable to load enginesound, ignoring\n"); else Msg("PLUGIN: Loaded enginesound\n"); IVEngineCache *enginecache = (IVEngineCache*)interfaceFactory(VENGINE_CACHE_INTERFACE_VERSION, NULL); if ( !enginecache ) Msg("PLUGIN: Unable to load enginecache, ignoring\n"); else Msg("PLUGIN: Loaded enginecache\n"); IVModelInfo *modelinfo = (IVModelInfo*)interfaceFactory(VMODELINFO_SERVER_INTERFACE_VERSION, NULL); if ( !modelinfo ) Msg("PLUGIN: Unable to load modelinfo, ignoring\n"); else Msg("PLUGIN: Loaded modelinfo\n"); ...and I obviously included the proper .h files to resolve these at compile time (Alfred: public/engine is not in the list of default include directories in the empty plugin project, you might want to add it for later updates). When I start HL2DM up, the plugin loads fine, but many of the interface factories return NULL (they don't get resolved). I'm assuming that plugins only have access to certain interface factories. I didn't even try most of the ones that I knew were client side only (like anything with "render", "shadow" or "client" in it). The ones that are commented out above, returned NULL for the interface. Hopefully this will help some people along who are writting plugins for Source. v- HELP -v I STILL haven't determined a method to get each player's "origin" and "angles" in a plugin. The best I have found so far is to use the ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles() for each client (ICollideable is available through the edict_t structure using GetCollideable() function). ^- HELP -^ P.S. I *LOVE* the interface factory stuff! It REALLY helps you figure out exactly which functions are valid on different types of entities.
Re: [hlcoders] adding maps to a mod?
I'm just not used to this automated stuff. Thx for the help! On Sun, 5 Dec 2004 05:00:45 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote: > are you talking about making maps, or copyingmaps over from a > different location? > > anyway, for making maps, just use the Source SDK think in steam's > gmaes menu, from the drop down list select your mod, double click > hammer, it should be now automatically configured to save and compile > maps in your mods directory. > > > > > On Sun, 5 Dec 2004 03:44:23 -0800, Kyle Keating <[EMAIL PROTECTED]> wrote: > > How the heck do i add a custom map to the mod. I dont want the hl1 > > maps. So i overwrote the maps dir with the hl2dm maps dir. None of the > > maps work. I also added a text file which i thought was the solution > > "maplist.txt" to my mod dir, but that did nothing. Im confused, where > > is the documentation for this? > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Gmail & Mailing Lists
OK. Now I am going to have to use gmail for this list just to see how good it is. BTW 6 free gmail account waiting to be handed out of anyone wants one. On Sun, 5 Dec 2004 09:48:30 -0800, ironchef wrote: > Limb wrote: >> How do you set it up to go by conversation in outlook? > > This is in Outlook 2k3: > > View -> Arrange By -> Custom -> Group By -> Conversation (Ascending) > > Also do: > > View -> Arrange By -> Custom -> Order By -> Received (Descending) > > Now you have a date-ordered and conversation-grouped mailing list. > Setup > a rule to stuff all the messages with "hlcoders" in the subject in > its > own folder (and stop processing other rules afterward) and you're > all > set. This functionality has been in Outlook for as long as I can > remember, and is present in nearly every other email client worth > its > salt (most do it much better than Outlook ever has). > > For those of you using Gmail, please, for the love of Ford, stop > hiding > quoted material and trim that crap from your replies. > > -- > ironchef > http://www.dexworld.org/ > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] entity limit?
6 years x 15 engineers = much code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: Sunday, December 05, 2004 1:06 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] entity limit? Yahn Bernier wrote: > The engine currently has this entity limit: > > // How many bits to use to encode an edict. > #define MAX_EDICT_BITS 11 > // # of bits needed to represent max edicts // Max # of edicts in a > level (1024) > #define MAX_EDICTS > (1< > The index is networked as an unsigned, so the max # of entities is > 2048 for networking > > Yahn > > Thanks Yahn I am *impressed* by the sdk size. I am actually printing ai_basenpc.cpp, 180 pages *cough* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin supported Interface Factories...
> > v- HELP -v > > I STILL haven't determined a method to get each player's "origin" and > "angles" in a plugin. The best I have found so far is to use the > ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles() > for each client (ICollideable is available through the edict_t structure > using GetCollideable() function). > > ^- HELP -^ Oppps, forgot to say why I need help. :) The ICollideable gives you the proper origin, but the angles are always zero (I assume because Source uses AABB and the bounding box of players don't rotate). Anybody figured out how to get 'origin' AND 'angles' for each player on a server via a plugin? Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Plugin supported Interface Factories...
I've been trying to determine which interface factories are supported by Source Engine plugins. Here's some code I added to the empty plugin Load() function... // IClientEntityList *cliententitylist = (IClientEntityList*)interfaceFactory(VCLIENTENTITYLIST_INTERFACE_VERSION, NULL); // if ( !cliententitylist ) // Msg("PLUGIN: Unable to load cliententitylist, ignoring\n"); // else // Msg("PLUGIN: Loaded cliententitylist\n"); IEngineTrace *enginetrace = (IEngineTrace*)interfaceFactory(INTERFACEVERSION_ENGINETRACE_SERVER, NULL); if ( !enginetrace ) Msg("PLUGIN: Unable to load enginetrace, ignoring\n"); else Msg("PLUGIN: Loaded enginetrace\n"); // IServerGameDLL *gamedll = (IServerGameDLL*)interfaceFactory(INTERFACEVERSION_SERVERGAMEDLL, NULL); // if ( !gamedll ) // Msg("PLUGIN: Unable to load gamedll, ignoring\n"); // else // Msg("PLUGIN: Loaded gamedll\n"); // IServerGameEnts *gameents = (IServerGameEnts*)interfaceFactory(INTERFACEVERSION_SERVERGAMEENTS, NULL); // if ( !gameents ) // Msg("PLUGIN: Unable to load gameents, ignoring\n"); // else // Msg("PLUGIN: Loaded gameents\n"); // IServerGameClients *gameclients = (IServerGameClients*)interfaceFactory(INTERFACEVERSION_SERVERGAMECLIENTS, NULL); // if ( !gameclients ) // Msg("PLUGIN: Unable to load gameclients, ignoring\n"); // else // Msg("PLUGIN: Loaded gameclients\n"); ISpatialPartition *spatialpartition = (ISpatialPartition*)interfaceFactory(INTERFACEVERSION_SPATIALPARTITION, NULL); if ( !spatialpartition ) Msg("PLUGIN: Unable to load spatialpartition, ignoring\n"); else Msg("PLUGIN: Loaded spatialpartition\n"); IVoiceServer *voiceserver = (IVoiceServer*)interfaceFactory(INTERFACEVERSION_VOICESERVER, NULL); if ( !voiceserver ) Msg("PLUGIN: Unable to load voiceserver, ignoring\n"); else Msg("PLUGIN: Loaded voiceserver\n"); IStaticPropMgr *staticprops = (IStaticPropMgr*)interfaceFactory(INTERFACEVERSION_STATICPROPMGR_SERVER, NULL); if ( !staticprops ) Msg("PLUGIN: Unable to load staticprops, ignoring\n"); else Msg("PLUGIN: Loaded staticprops\n"); // IMapData *mapdata = (IMapData*)interfaceFactory(INTERFACEVERSION_MAPDATA, NULL); // if ( !mapdata ) // Msg("PLUGIN: Unable to load mapdata, ignoring\n"); // else // Msg("PLUGIN: Loaded mapdata\n"); // IPhysics *physics = (IPhysics*)interfaceFactory(VPHYSICS_INTERFACE_VERSION, NULL); // if ( !physics ) // Msg("PLUGIN: Unable to load physics, ignoring\n"); // else // Msg("PLUGIN: Loaded physics\n"); // IPhysicsCollision *physicscol = (IPhysicsCollision*)interfaceFactory(VPHYSICS_COLLISION_INTERFACE_VERSION, NULL); // if ( !physicscol ) // Msg("PLUGIN: Unable to load physicscol, ignoring\n"); // else // Msg("PLUGIN: Loaded physicscol\n"); // IPhysicsSurfaceProps *physicssurfprop = (IPhysicsSurfaceProps*)interfaceFactory(VPHYSICS_SURFACEPROPS_INTERFACE_VERS ION, NULL); // if ( !physicssurfprop ) // Msg("PLUGIN: Unable to load physicssurfprop, ignoring\n"); // else // Msg("PLUGIN: Loaded physicssurfprop\n"); IEngineSound *enginesound = (IEngineSound*)interfaceFactory(IENGINESOUND_SERVER_INTERFACE_VERSION, NULL); if ( !enginesound ) Msg("PLUGIN: Unable to load enginesound, ignoring\n"); else Msg("PLUGIN: Loaded enginesound\n"); IVEngineCache *enginecache = (IVEngineCache*)interfaceFactory(VENGINE_CACHE_INTERFACE_VERSION, NULL); if ( !enginecache ) Msg("PLUGIN: Unable to load enginecache, ignoring\n"); else Msg("PLUGIN: Loaded enginecache\n"); IVModelInfo *modelinfo = (IVModelInfo*)interfaceFactory(VMODELINFO_SERVER_INTERFACE_VERSION, NULL); if ( !modelinfo ) Msg("PLUGIN: Unable to load modelinfo, ignoring\n"); else Msg("PLUGIN: Loaded modelinfo\n"); ...and I obviously included the proper .h files to resolve these at compile time (Alfred: public/engine is not in the list of default include directories in the empty plugin project, you might want to add it for later updates). When I start HL2DM up, the plugin loads fine, but many of the interface factories return NULL (they don't get resolved). I'm assuming that plugins only have access to certain interface factories. I didn't even try most of the ones that I knew were client side only (like anything with "render", "shadow" or "client" in it). The ones that are commented out above, returned NULL for the interface. Hopefully this will help some people along who are writting plugins for Source. v- HELP -v I STILL haven't determined a method to get each player's "origin" and "angles" in a plugin. The best I have found so far is to use the ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles() for each client (ICollideable is available through the edict_t structure using GetCollideable() function). ^- HELP -^ P.S. I *LOVE* the interface factory stuff! It REALLY helps you figure out exactly which functions are valid on different types of entities. I think that people who complained about how "messy" the Source SDK is, just isn't used to the in
Re: [hlcoders] Finally a coding wiki!
http://www.hl2coding.com/wiki/ seems to be the go then, as the people who are concerned about piracy or advocating stealing program source code won't participate in a project that supports it... - Bruce "Bahamut" Andrews ChessMess wrote: Well we all need to come to a concensus on one main one to use and update, preferably hosted by someone who will be around for awhile, *and will give someone here a backup of it every once in awhile so we don't lose all the work in case something happens*. On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson <[EMAIL PROTECTED]> wrote: Covert: At 04:21 AM 12/5/2004, you wrote: already a HL2 wiki here http://www.hl2world.com/wiki/index.php/Main_Page Hl2World provides support to the stolen HL 2 codebase: http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene Don't promote that site on Valve's list FFS. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Anyone had such a problem?
Hello Jeff, Monday, December 6, 2004, 1:16:27 AM, you wrote: JKK> That's a video card memory issue. Looks like it's been overclocked (or JKK> the memory is just bad) And how that can be fixed? Sometimes Half-Life 2 loads, sometimes... -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone had such a problem?
That's a video card memory issue. Looks like it's been overclocked (or the memory is just bad) -Kuja Vyacheslav Djura wrote: Hello hlcoders, I know this isn't a place to ask some questions, but I think it's the fastest way to tell Source programmers about the problem and interesting if someone here experienced such problems. Look here (Alt+PrintScreen): http://www.hl2source.com/hoaxer/background01.jpg http://www.hl2source.com/hoaxer/hl2menu.JPG (F5): http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg Game loads normallyvery seldom. In most cases main menu is normal, but when game loads or I try to enter options menu everything goes wrong - screen flickers, menu is in red colors, game slows down. If after that I launch any other OpenGL\Direct3d application it affects these games. What can be wrong? I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've tried older drivers but effect is the same. I haven't tried new drivers because they include changes only for GeForce6xxx series. I also tried HL2 in DX7 mode - effect is the same. -- Best regards, Vyacheslav mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sourcesdk.gcf question
Vyacheslav Djura wrote: Hello Jay, Monday, December 6, 2004, 12:12:59 AM, you wrote: JS> Exactly. They are compressed on the wire, but not on disk. Ok, but you haven't answered my another question - will it work if I'll download sourcesdk.gcf separately and place it into SteamApps folder? -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] My brother has buy HL2, but Its not working, he as try with two dvds, mine and his own Dvd. Not work (the installer ignore the "continue" button before the active-x detection phase). He its somewhat sad now, so I have tried to hack my way to force hl2 to work on his computer. The game come has .cab files that can be extracted to SteamApp, so you can move the .gcf files to the correct location, but Steam will ignore this new files. I fear Steam will ignore your sourcesdk.gcf file if arent not already "activated". Expect the worst luck about your sourcesdk.gcf file :I ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Alive / Dead status?
Manip wrote: Any way to get a player's alive/dead status? -- Did you try IGameResources::IsAlive( int index )? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Anyone had such a problem?
Hello hlcoders, I know this isn't a place to ask some questions, but I think it's the fastest way to tell Source programmers about the problem and interesting if someone here experienced such problems. Look here (Alt+PrintScreen): http://www.hl2source.com/hoaxer/background01.jpg http://www.hl2source.com/hoaxer/hl2menu.JPG (F5): http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg Game loads normallyvery seldom. In most cases main menu is normal, but when game loads or I try to enter options menu everything goes wrong - screen flickers, menu is in red colors, game slows down. If after that I launch any other OpenGL\Direct3d application it affects these games. What can be wrong? I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've tried older drivers but effect is the same. I haven't tried new drivers because they include changes only for GeForce6xxx series. I also tried HL2 in DX7 mode - effect is the same. -- Best regards, Vyacheslav mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Anyone had such a problem?
Hello hlcoders, I know this isn't a place to ask some questions, but I think it's the fastest way to tell Source programmers about the problem and interesting if someone here experienced such problems. Look here (Alt+PrintScreen): http://www.hl2source.com/hoaxer/background01.jpg http://www.hl2source.com/hoaxer/hl2menu.JPG (F5): http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg Game loads in a normal way very seldom. In most cases main menu is normal, but when game loads or I try to enter options menu everything goes wrong - screen flickers, menu is in red colors, game slows down. If after that I launch any other OpenGL\Direct3d application it affects these games. What can be wrong? I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've tried older drivers but effect is the same. I haven't tried new drivers because they include changes only for GeForce6xxx series. I also tried HL2 in DX7 mode - effect is the same. -- Best regards, Vyacheslav mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Problems Loading serverplugin_empty.
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I successfully compiled serverplugin_empty on my linux box however I am unable to load in on my dedicated server. In an attempt to find out why I straced a simple program attempting to open serverplugin_empty_i486.so. open("/home/majin/halflife2/bin/vstdlib_i486.so", O_RDONLY) = 3 open("/home/majin/halflife2/bin/tier0_i486.so", O_RDONLY) = 3 Both Successfull... But Then open("/etc/ld.so.cache", O_RDONLY) = 3 open("/lib/tls/i586/tier0_i486.so", O_RDONLY) = -1 ENOENT (No such file or directory) open("/usr/lib/tier0_i486.so", O_RDONLY) = -1 ENOENT (No such file or directory) ETC... Stopping it from loading If I put tier0_i486.so in one of these directories it loads successfully but since my server company is unwilling to do that I need it to just user the one from /home/majin/halflife2/bin/. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Alive / Dead status?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Any way to get a player's alive/dead status? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sourcesdk.gcf question
Vyacheslav Djura wrote: P.S. Why VALVe doesn't compress any .gcf files? :-/ This would save a lot of time and money for users with low-bandwidth (dial-up). Respect people who have bought license versions of your game in undeveloped countries which do not have broadband in every house. I believe they ARE compressed WHILE you are downloading them. Once they have been downloaded, they are uncompress to the hard disk for fast access later when they need to be read. No sense waiting for 10,000 textures to uncompress when you are trying to load the game since disk space is SO cheap now adays. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
their forums have been full of tutorials on hammer and stuff long before the release of the SDK or even of the game. just go thier and look at the dates of the posts .. the sticky ones. (if they sticky it, they approve it ..) for example: http://www.hl2world.com/bbs/viewtopic.php?t=4108 Posted: Fri Jul 09, 2004 "In this thread you will only post tips too well versed veterans and other little things you have found out about hammer " They also had a leak FAQ with instructions on hwo to get it working .. they probably took it off now, but look here: http://64.233.167.104/search?q=cache:l6beQ_ySGg0J:hl2world.com/postp.html+hl2world+betafaq&hl=en a google cache of http://hl2world.com/postp.html now scroll down, there is a post by some one called Feedbag, his title is "Owner & Operator", and he posts a link for the beta faq .. (it no longer works ..) http://hl2world.com/modules.php?name=BETAFAQ On Sun, 05 Dec 2004 11:05:55 -0800, Michael Hobson <[EMAIL PROTECTED]> wrote: > Bob Aman: > > > > At 10:24 AM 12/5/2004, you wrote: > > > (btw, plz don't tell me there is already hl2world, as they support the > > > stolen build and I wouldn't consider them a good part of the > > > community, their contribution is negative) > > > >I didn't look very hard, but I didn't see any evidence to back that > >accusation up. Care to expoud? > >-- > >Bob Aman > >http://www.rapidcanvas.com > > > I linked directly to just *one* piece of that evidence, which I will link > to again here: > > http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene > > Full scale How-To article for using faceposer, which has *not been issued > by Valve* and > the only way to possess it at present, AFAIK, is to have the stolen > Half-Life 2 codebase. > > > > > {OLD}Sneaky_Bastard! > email: [EMAIL PROTECTED] > Michael A. Hobson > icq:#2186709 > yahoo: warrior_mike2001 > IRC: Gamesurge channel #wavelength > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] sourcesdk.gcf question
Hello! I have a slow connection and my friend download Source SDK and packed sourcesdk.gcf and uploaded to my ftp. The quesiton is: if I'll download packed .gcf and will extract it into SteamApps folder will Steam automatically recognize it? Or I need to click Source SDK and it will be automatically installed without any downloads? Please reply, I can't downlaod 50mb for nothing. P.S. Why VALVe doesn't compress any .gcf files? :-/ This would save a lot of time and money for users with low-bandwidth (dial-up). Respect people who have bought license versions of your game in undeveloped countries which do not have broadband in every house. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] entity limit?
Yahn Bernier wrote: The engine currently has this entity limit: // How many bits to use to encode an edict. #define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts // Max # of edicts in a level (1024) #define MAX_EDICTS (1< The index is networked as an unsigned, so the max # of entities is 2048 for networking Yahn Thanks Yahn I am *impressed* by the sdk size. I am actually printing ai_basenpc.cpp, 180 pages *cough* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Usermessages serverplugin & counterstrike source
Environment for the following is: linux serverplugin, counterstrike source 1. IServerGameDLL::GetUserMessageInfo -- I got this interface from the gameServerFactory. I want to retrieve all registered user messages. What I do is, I made a endless loop and retrieve the messages from IServerGameDLL::GetUserMessageInfo. But at index 25, the whole server crashes with: CUserMessages::GetUserMessageSize( 25 ) out of range!!! This shouldnt happens, because the sdk code checks invalid indeces and set the function to false, so I could stop the loop. Why does it crash? 2. HudMsg - I cant get HudMessage to work, nothings shows up. I can easly show HintMessages or fade the screen, but I cant show HudMessages. Anyone got this work under my environment? Greets Ronny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS VS C++ 6.0 source compile info
*this is for anyone who wonders why VC++6 seems to lock up when they compile the SDK* my project files *seem* to work now. I knocked the SDK back to Warning Level 3, enabled incremental linking and the minimum rebuild option. then i forced a full rebuild. i *think* its working now? just need to test the binaries its producing. (to be honest i dont know if this has helped at all, or which of the 3 options is actually disabling the checks). john On Sat, 4 Dec 2004 14:21:19 +1000, Draco <[EMAIL PROTECTED]> wrote: > I have only one error on the client side code to go(i am using the bare > bones code) > > // This links our server-side call to a client-side function > DECLARE_CLIENT_EFFECT( "Sparkle", SparkleCallback ); > > that line gives the error > > Compiling... > c_sdk_env_sparkler.cpp > C:\PD\src\cl_dll\sdk\c_sdk_env_sparkler.cpp(195) : fatal error C1010: > unexpected end of file while looking for precompiled header directive > Error executing cl.exe. > > how should this be fixed? > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] entity limit?
The engine currently has this entity limit: // How many bits to use to encode an edict. #define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts // Max # of edicts in a level (1024) #define MAX_EDICTS (1
RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin
Entity index 0 is the world entity. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Ronny Schedel > Sent: Sunday, December 05, 2004 10:14 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int > iEntIndex) issue in Plugin > > As far as i know, entityindex 0 is the server, normal players > start at 1. GetUserID is the unique userid. When a new player > connects, this userid will be incremented. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling, plz help pt2
you need to be using Service Pack 5 and the Processor Pack (see the site again). Without them you get the error messages you described. My copy is working now, but the build start is incredibly slow due to some kind of dependency checks On Sun, 5 Dec 2004 10:03:29 -0800 (PST), Carmen Bartoli <[EMAIL PROTECTED]> wrote: > i visited that site and downloaded his project files, > but i still get these annoying errors when compiling, > and they dont even pop up as errors. only one of them > are counted: Could not find the file, xyz.h (there are > lots) > > and i think this is the error that was counted in the > compiling: fatal error C1600: unsupported data type. > > and i dont even know where this error is pointing to! > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
Bob Aman: At 10:24 AM 12/5/2004, you wrote: > (btw, plz don't tell me there is already hl2world, as they support the > stolen build and I wouldn't consider them a good part of the > community, their contribution is negative) I didn't look very hard, but I didn't see any evidence to back that accusation up. Care to expoud? -- Bob Aman http://www.rapidcanvas.com I linked directly to just *one* piece of that evidence, which I will link to again here: http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene Full scale How-To article for using faceposer, which has *not been issued by Valve* and the only way to possess it at present, AFAIK, is to have the stolen Half-Life 2 codebase. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
Well we all need to come to a concensus on one main one to use and update, preferably hosted by someone who will be around for awhile, *and will give someone here a backup of it every once in awhile so we don't lose all the work in case something happens*. On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson <[EMAIL PROTECTED]> wrote: > Covert: > > > At 04:21 AM 12/5/2004, you wrote: > >already a HL2 wiki here > > > >http://www.hl2world.com/wiki/index.php/Main_Page > > > Hl2World provides support to the stolen HL 2 codebase: > > http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene > > Don't promote that site on Valve's list FFS. > > {OLD}Sneaky_Bastard! > email: [EMAIL PROTECTED] > Michael A. Hobson > icq:#2186709 > yahoo: warrior_mike2001 > IRC: Gamesurge channel #wavelength > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
> (btw, plz don't tell me there is already hl2world, as they support the > stolen build and I wouldn't consider them a good part of the > community, their contribution is negative) I didn't look very hard, but I didn't see any evidence to back that accusation up. Care to expoud? -- Bob Aman http://www.rapidcanvas.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Serverplugin linux makefile?
Hi, I am trying to compile the serverplugin sample under linux, but the makefile seems to be missning(And no, it isnt Makefile.plugin in ./linux_sdk/)? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin
As far as i know, entityindex 0 is the server, normal players start at 1. GetUserID is the unique userid. When a new player connects, this userid will be incremented. Greets Ronny The line "if (!playerInfo) ..." is just my short hand for saying "I'm doing error checking here, so don't worry playerInfo is non-null past here". I should have made that more clear. The problem was that I was using the wrong entityindex (0) as Ronny pointed out. I must admin I don't quite see how it works: My entityindex is 1 playerInfo->GetUserID() return 2 What is in entityindex 0? as engine->PEntityOfEntIndex(0) returns non-null but dies in pain when you try and do stuff with it. Trimbo On Sun, 5 Dec 2004 12:20:03 -0500, Josh <[EMAIL PROTECTED]> wrote: You need to do if ( playerinfo ){ Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); } Not if !playerinfo -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Sunday, December 05, 2004 7:34 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin I cant see any errors, maybe a wrong playerIndex? Must be greater than 0. Greets Ronny > Is anyone able to help with this? > > > On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn > <[EMAIL PROTECTED]> wrote: >> Hi list, >> >> I'm messing about with a plugin and i'm getting a crash when trying to >> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex) >> >> I'm basically trying to find out info about entities based on the >> client index (eventually i'd like to do it based on name and/or steam >> id). >> >> Code goes a little like this: >> >> edict_t *entity = engine->PEntityOfEntIndex(playerIndex); >> if (!entity) ... >> >> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity); >> if (!playerInfo) ... >> >> // This line causes a crash >> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); >> >> I'm almost certainly doing something wrong, or perhaps my approach is >> totally wrong for what i'm trying to achive. So any thoughts? >> >> ta, >> >> Trimbo >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] compiling, plz help pt2
i visited that site and downloaded his project files, but i still get these annoying errors when compiling, and they dont even pop up as errors. only one of them are counted: Could not find the file, xyz.h (there are lots) and i think this is the error that was counted in the compiling: fatal error C1600: unsupported data type. and i dont even know where this error is pointing to! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin
The line "if (!playerInfo) ..." is just my short hand for saying "I'm doing error checking here, so don't worry playerInfo is non-null past here". I should have made that more clear. The problem was that I was using the wrong entityindex (0) as Ronny pointed out. I must admin I don't quite see how it works: My entityindex is 1 playerInfo->GetUserID() return 2 What is in entityindex 0? as engine->PEntityOfEntIndex(0) returns non-null but dies in pain when you try and do stuff with it. Trimbo On Sun, 5 Dec 2004 12:20:03 -0500, Josh <[EMAIL PROTECTED]> wrote: > You need to do > > if ( playerinfo ){ > Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); > } > > Not if !playerinfo > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel > Sent: Sunday, December 05, 2004 7:34 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) > issue in Plugin > > I cant see any errors, maybe a wrong playerIndex? > Must be greater than 0. > > Greets > Ronny > > > Is anyone able to help with this? > > > > > > On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn > > <[EMAIL PROTECTED]> wrote: > >> Hi list, > >> > >> I'm messing about with a plugin and i'm getting a crash when trying to > >> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex) > >> > >> I'm basically trying to find out info about entities based on the > >> client index (eventually i'd like to do it based on name and/or steam > >> id). > >> > >> Code goes a little like this: > >> > >> edict_t *entity = engine->PEntityOfEntIndex(playerIndex); > >> if (!entity) ... > >> > >> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity); > >> if (!playerInfo) ... > >> > >> // This line causes a crash > >> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); > >> > >> I'm almost certainly doing something wrong, or perhaps my approach is > >> totally wrong for what i'm trying to achive. So any thoughts? > >> > >> ta, > >> > >> Trimbo > >> > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Gmail & Mailing Lists
Limb wrote: > How do you set it up to go by conversation in outlook? This is in Outlook 2k3: View -> Arrange By -> Custom -> Group By -> Conversation (Ascending) Also do: View -> Arrange By -> Custom -> Order By -> Received (Descending) Now you have a date-ordered and conversation-grouped mailing list. Setup a rule to stuff all the messages with "hlcoders" in the subject in its own folder (and stop processing other rules afterward) and you're all set. This functionality has been in Outlook for as long as I can remember, and is present in nearly every other email client worth its salt (most do it much better than Outlook ever has). For those of you using Gmail, please, for the love of Ford, stop hiding quoted material and trim that crap from your replies. -- ironchef http://www.dexworld.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin
if (!playerInfo) ... is a usual NULL-pointer check and has nothing to do with the rest of the code. Greets Ronny You need to do if ( playerinfo ){ Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); } Not if !playerinfo -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Sunday, December 05, 2004 7:34 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin I cant see any errors, maybe a wrong playerIndex? Must be greater than 0. Greets Ronny Is anyone able to help with this? On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn <[EMAIL PROTECTED]> wrote: Hi list, I'm messing about with a plugin and i'm getting a crash when trying to access an edict_t* returned by PEntityOfEntIndex(int iEntIndex) I'm basically trying to find out info about entities based on the client index (eventually i'd like to do it based on name and/or steam id). Code goes a little like this: edict_t *entity = engine->PEntityOfEntIndex(playerIndex); if (!entity) ... IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity); if (!playerInfo) ... // This line causes a crash Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); I'm almost certainly doing something wrong, or perhaps my approach is totally wrong for what i'm trying to achive. So any thoughts? ta, Trimbo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin
You need to do if ( playerinfo ){ Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); } Not if !playerinfo -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Sunday, December 05, 2004 7:34 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin I cant see any errors, maybe a wrong playerIndex? Must be greater than 0. Greets Ronny > Is anyone able to help with this? > > > On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn > <[EMAIL PROTECTED]> wrote: >> Hi list, >> >> I'm messing about with a plugin and i'm getting a crash when trying to >> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex) >> >> I'm basically trying to find out info about entities based on the >> client index (eventually i'd like to do it based on name and/or steam >> id). >> >> Code goes a little like this: >> >> edict_t *entity = engine->PEntityOfEntIndex(playerIndex); >> if (!entity) ... >> >> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity); >> if (!playerInfo) ... >> >> // This line causes a crash >> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); >> >> I'm almost certainly doing something wrong, or perhaps my approach is >> totally wrong for what i'm trying to achive. So any thoughts? >> >> ta, >> >> Trimbo >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Gmail & Mailing Lists
But GMail rocks ur Outlook-Rules ;) I used Outlook like you did but gmail is much better i think! On Sun, 5 Dec 2004 11:02:11 -0500, K. Mike Bradley <[EMAIL PROTECTED]> wrote: > I use Outlook and have rules to send each of 12 lists I belong to into > specific folders. > I can't believe there are people who still have just one inbox for all their > email. > > I get 600 each day. > > My junk mail is in the junk folder, > Each list is in it's folder and yes I display by conversation for lists. > And I display by subject for junk mail (this is a little know secret it is > easier to see 10 emails with the same subject but form different bogus email > addresses. I can delete 10 or so at a time. > > SO much easier. > > I hear people complain about emails in this list and I hope they are not > just getting all their email in just their inbox. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of John Carr > Sent: Saturday, December 04, 2004 2:40 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Gmail & Mailing Lists > > i have to agree with you. i have 26 unread "conversations" right now - so > much easier to handle that number of emails than if id still had to trawl > through outlook, mail by mail. > > john > > On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]> > wrote: > > I have to admit that I've enjoyed the ease and use of gmail and the > > grouped conversations. But it wasn't until I used it to sign up to a > > mailing list (this list) that the power and convienence of grouped > > conversations makes dealing with list emails a million times easier! > > > > I have to say if your not using a gmail account for this list (or any > > other) then your missing something great. > > > > For those who are using Outlook 2003, you can set the view of your > > emails to group by conversation, which does what gmail does (although > > gmail is smarter and easier... whereas Outlook requires you to click > > the [+] or [-] to manually show associated emails). > > > > Just wanted to throw that out since I see several people still using > > Hotmail or other email clients. > > > > ..and now back to your regularly scheduled code. :) > > > > -- > > ChessMess > > Stratactic Studios > > http://www.StratacticStudios.com > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
SV: [hlcoders] Re: WinMM.lib
Sounds like you haven't set your library path up correctly. Try poking around in the project properties until you find it, and point it to (probabaly) both the lib folder in the sdk and the default c++ lib folder (depending on your IDE) /Jakob Nielsen -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Childe Roland Sendt: 3. december 2004 17:25 Til: [EMAIL PROTECTED] Emne: [hlcoders] Re: WinMM.lib Actually, first I just pointed the project to PlatformSDK/Lib to get the file. It did the same thing. On Fri, 3 Dec 2004 10:24:11 -0600, Childe Roland <[EMAIL PROTECTED]> wrote: > I finally got my code to compile, but then when it goes to Linking it says: > > LINK : fatal error LNK1104: cannot open file 'winmm.lib' > > > So, I found winmm.lib, and threw it in the SDK Lib/Public folder. Now > it gives me this same error (diff. files) about 2200 times. > > c_te_spritespray.obj : error LNK2001: unresolved external symbol _atexit > c_te_worlddecal.obj : error LNK2001: unresolved external symbol _atexit > c_te_playerdecal.obj : error LNK2001: unresolved external symbol _atexit > > > Anybody know whats going on? > > > -- > > Childe Roland > "I will show you fear in a handful of jelly beans." > -- Childe Roland "I will show you fear in a handful of jelly beans." ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Gmail & Mailing Lists
Order by.. Conversation! On Sun, 05 Dec 2004 11:13:05 -0500, Limb <[EMAIL PROTECTED]> wrote: > > How do you set it up to go by conversation in outlook? > > -Limb > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley > Sent: Sunday, December 05, 2004 11:02 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Gmail & Mailing Lists > > I use Outlook and have rules to send each of 12 lists I belong to into > specific folders. > I can't believe there are people who still have just one inbox for all their > email. > > I get 600 each day. > > My junk mail is in the junk folder, > Each list is in it's folder and yes I display by conversation for lists. > And I display by subject for junk mail (this is a little know secret it is > easier to see 10 emails with the same subject but form different bogus email > addresses. I can delete 10 or so at a time. > > SO much easier. > > I hear people complain about emails in this list and I hope they are not > just getting all their email in just their inbox. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of John Carr > Sent: Saturday, December 04, 2004 2:40 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Gmail & Mailing Lists > > i have to agree with you. i have 26 unread "conversations" right now - so > much easier to handle that number of emails than if id still had to trawl > through outlook, mail by mail. > > john > > On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]> > wrote: > > I have to admit that I've enjoyed the ease and use of gmail and the > > grouped conversations. But it wasn't until I used it to sign up to a > > mailing list (this list) that the power and convienence of grouped > > conversations makes dealing with list emails a million times easier! > > > > I have to say if your not using a gmail account for this list (or any > > other) then your missing something great. > > > > For those who are using Outlook 2003, you can set the view of your > > emails to group by conversation, which does what gmail does (although > > gmail is smarter and easier... whereas Outlook requires you to click > > the [+] or [-] to manually show associated emails). > > > > Just wanted to throw that out since I see several people still using > > Hotmail or other email clients. > > > > ..and now back to your regularly scheduled code. :) > > > > -- > > ChessMess > > Stratactic Studios > > http://www.StratacticStudios.com > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Gmail & Mailing Lists
How do you set it up to go by conversation in outlook? -Limb -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley Sent: Sunday, December 05, 2004 11:02 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Gmail & Mailing Lists I use Outlook and have rules to send each of 12 lists I belong to into specific folders. I can't believe there are people who still have just one inbox for all their email. I get 600 each day. My junk mail is in the junk folder, Each list is in it's folder and yes I display by conversation for lists. And I display by subject for junk mail (this is a little know secret it is easier to see 10 emails with the same subject but form different bogus email addresses. I can delete 10 or so at a time. SO much easier. I hear people complain about emails in this list and I hope they are not just getting all their email in just their inbox. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Carr Sent: Saturday, December 04, 2004 2:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Gmail & Mailing Lists i have to agree with you. i have 26 unread "conversations" right now - so much easier to handle that number of emails than if id still had to trawl through outlook, mail by mail. john On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]> wrote: > I have to admit that I've enjoyed the ease and use of gmail and the > grouped conversations. But it wasn't until I used it to sign up to a > mailing list (this list) that the power and convienence of grouped > conversations makes dealing with list emails a million times easier! > > I have to say if your not using a gmail account for this list (or any > other) then your missing something great. > > For those who are using Outlook 2003, you can set the view of your > emails to group by conversation, which does what gmail does (although > gmail is smarter and easier... whereas Outlook requires you to click > the [+] or [-] to manually show associated emails). > > Just wanted to throw that out since I see several people still using > Hotmail or other email clients. > > ..and now back to your regularly scheduled code. :) > > -- > ChessMess > Stratactic Studios > http://www.StratacticStudios.com > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
And that makes it alright because? - Bruce "Bahamut" Andrews Ben Newell wrote: http://www.hl2world.com/bbs/profile.php?mode=viewprofile&u=2217 On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson <[EMAIL PROTECTED]> wrote: Covert: At 04:21 AM 12/5/2004, you wrote: already a HL2 wiki here http://www.hl2world.com/wiki/index.php/Main_Page Hl2World provides support to the stolen HL 2 codebase: http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene Don't promote that site on Valve's list FFS. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Gmail & Mailing Lists
I use Outlook and have rules to send each of 12 lists I belong to into specific folders. I can't believe there are people who still have just one inbox for all their email. I get 600 each day. My junk mail is in the junk folder, Each list is in it's folder and yes I display by conversation for lists. And I display by subject for junk mail (this is a little know secret it is easier to see 10 emails with the same subject but form different bogus email addresses. I can delete 10 or so at a time. SO much easier. I hear people complain about emails in this list and I hope they are not just getting all their email in just their inbox. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Carr Sent: Saturday, December 04, 2004 2:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Gmail & Mailing Lists i have to agree with you. i have 26 unread "conversations" right now - so much easier to handle that number of emails than if id still had to trawl through outlook, mail by mail. john On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]> wrote: > I have to admit that I've enjoyed the ease and use of gmail and the > grouped conversations. But it wasn't until I used it to sign up to a > mailing list (this list) that the power and convienence of grouped > conversations makes dealing with list emails a million times easier! > > I have to say if your not using a gmail account for this list (or any > other) then your missing something great. > > For those who are using Outlook 2003, you can set the view of your > emails to group by conversation, which does what gmail does (although > gmail is smarter and easier... whereas Outlook requires you to click > the [+] or [-] to manually show associated emails). > > Just wanted to throw that out since I see several people still using > Hotmail or other email clients. > > ..and now back to your regularly scheduled code. :) > > -- > ChessMess > Stratactic Studios > http://www.StratacticStudios.com > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)
Running in debug mode. Enjoy. http://www.hl2world.com/wiki/index.php/Debug_mode On Sun, 05 Dec 2004 23:05:12 +1000, Martin Slater wrote: > > When it has started up, goto Debug->Processes and select hl2.exe, > you > should be able to debug then. > There is also an option properties->debugging->attach that should > make > it attach at startup but using this seems to cause it to hang. > > martin > > Kyle Keating wrote: > >> Anyway, none of my break points hit, so im assuming its not >> debugging >> my dll, lol. >> >> here is what i have so far in .NET >> >> [hl proporties menu] >> >> Command: "c:\steam\steam.exe" >> >> Arguments: -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod" >> -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch >> >> Working Dir: "c:\steam\" >> >> >> how here is where im confused. I dont have to have my mod inside >> the >> steam dir? I think that gets taken care of with the -game >> parameter. >> Where does that silly steamapp.cfg file fit it? Do I even need it? >> -applaunch 220 seems to take care of that. The game loads, but >> none of >> my break points are stoping execution, thus the debugger ain't >> workin! >> I know my dll's are working because the changes I made are >> showing up >> - they just dont work right, so I need to debug them (duh!) >> >> Is there not a tutorial I can follow to set up hl2 project? >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)
http://www.hl2world.com/wiki/index.php/Debug_mode On Sun, 05 Dec 2004 23:05:12 +1000, Martin Slater <[EMAIL PROTECTED]> wrote: > > When it has started up, goto Debug->Processes and select hl2.exe, you > should be able to debug then. > There is also an option properties->debugging->attach that should make > it attach at startup but using this seems to cause it to hang. > > martin > > > > Kyle Keating wrote: > > >Anyway, none of my break points hit, so im assuming its not debugging > >my dll, lol. > > > >here is what i have so far in .NET > > > >[hl proporties menu] > > > >Command: "c:\steam\steam.exe" > > > >Arguments: -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod" > >-allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch > > > >Working Dir: "c:\steam\" > > > > > > > >how here is where im confused. I dont have to have my mod inside the > >steam dir? I think that gets taken care of with the -game parameter. > >Where does that silly steamapp.cfg file fit it? Do I even need it? > >-applaunch 220 seems to take care of that. The game loads, but none of > >my break points are stoping execution, thus the debugger ain't workin! > > I know my dll's are working because the changes I made are showing up > >- they just dont work right, so I need to debug them (duh!) > > > >Is there not a tutorial I can follow to set up hl2 project? > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)
It has been answered :) quote: - Taylor Sherman <[EMAIL PROTECTED]> to hlcoders Debugging Source games should work the same way - copy steam.dll to the app directory - put steamapp.cfg file down in the app dir w/ the proper parameters - run "hl2.exe -steam -game " directly The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for HL:S. Taylor --- > >Anyway, none of my break points hit, so im assuming its not debugging > >my dll, lol. > > > >here is what i have so far in .NET > > > >[hl proporties menu] > > > >Command: "c:\steam\steam.exe" > > > >Arguments: -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod" > >-allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch > > > >Working Dir: "c:\steam\" > > > > > > > >how here is where im confused. I dont have to have my mod inside the > >steam dir? I think that gets taken care of with the -game parameter. > >Where does that silly steamapp.cfg file fit it? Do I even need it? > >-applaunch 220 seems to take care of that. The game loads, but none of > >my break points are stoping execution, thus the debugger ain't workin! > > I know my dll's are working because the changes I made are showing up > >- they just dont work right, so I need to debug them (duh!) > > > >Is there not a tutorial I can follow to set up hl2 project? > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
http://www.hl2world.com/bbs/profile.php?mode=viewprofile&u=2217 On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson <[EMAIL PROTECTED]> wrote: > Covert: > > > At 04:21 AM 12/5/2004, you wrote: > >already a HL2 wiki here > > > >http://www.hl2world.com/wiki/index.php/Main_Page > > > Hl2World provides support to the stolen HL 2 codebase: > > http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene > > Don't promote that site on Valve's list FFS. > > {OLD}Sneaky_Bastard! > email: [EMAIL PROTECTED] > Michael A. Hobson > icq:#2186709 > yahoo: warrior_mike2001 > IRC: Gamesurge channel #wavelength > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)
When it has started up, goto Debug->Processes and select hl2.exe, you should be able to debug then. There is also an option properties->debugging->attach that should make it attach at startup but using this seems to cause it to hang. martin Kyle Keating wrote: Anyway, none of my break points hit, so im assuming its not debugging my dll, lol. here is what i have so far in .NET [hl proporties menu] Command: "c:\steam\steam.exe" Arguments: -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch Working Dir: "c:\steam\" how here is where im confused. I dont have to have my mod inside the steam dir? I think that gets taken care of with the -game parameter. Where does that silly steamapp.cfg file fit it? Do I even need it? -applaunch 220 seems to take care of that. The game loads, but none of my break points are stoping execution, thus the debugger ain't workin! I know my dll's are working because the changes I made are showing up - they just dont work right, so I need to debug them (duh!) Is there not a tutorial I can follow to set up hl2 project? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
Covert: At 04:21 AM 12/5/2004, you wrote: already a HL2 wiki here http://www.hl2world.com/wiki/index.php/Main_Page Hl2World provides support to the stolen HL 2 codebase: http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene Don't promote that site on Valve's list FFS. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] linux plugin catching weird events
All the events in my linux plugin come out weird. Here's a screenshot. http://up1.fastuploads.com/events.jpg The code to catch the events is the default code in serverplugin_empty. Server was running on Fedora Core 1. any solution to this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin
I cant see any errors, maybe a wrong playerIndex? Must be greater than 0. Greets Ronny Is anyone able to help with this? On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn <[EMAIL PROTECTED]> wrote: Hi list, I'm messing about with a plugin and i'm getting a crash when trying to access an edict_t* returned by PEntityOfEntIndex(int iEntIndex) I'm basically trying to find out info about entities based on the client index (eventually i'd like to do it based on name and/or steam id). Code goes a little like this: edict_t *entity = engine->PEntityOfEntIndex(playerIndex); if (!entity) ... IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity); if (!playerInfo) ... // This line causes a crash Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); I'm almost certainly doing something wrong, or perhaps my approach is totally wrong for what i'm trying to achive. So any thoughts? ta, Trimbo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)
Anyway, none of my break points hit, so im assuming its not debugging my dll, lol. here is what i have so far in .NET [hl proporties menu] Command: "c:\steam\steam.exe" Arguments: -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch Working Dir: "c:\steam\" how here is where im confused. I dont have to have my mod inside the steam dir? I think that gets taken care of with the -game parameter. Where does that silly steamapp.cfg file fit it? Do I even need it? -applaunch 220 seems to take care of that. The game loads, but none of my break points are stoping execution, thus the debugger ain't workin! I know my dll's are working because the changes I made are showing up - they just dont work right, so I need to debug them (duh!) Is there not a tutorial I can follow to set up hl2 project? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] vgui_controls
there are a bunch of .cpp files in src\vgui2\controls but they are not included in the project, instead there is a vgui_controls.lib, although the .h files are in the project. I tried adding the files to the project but I got 51 errors and I immediatly removed them from the project :P did these cpp files get included by mistake or are they going to be incorperated in the project files in the near future? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
already a HL2 wiki here http://www.hl2world.com/wiki/index.php/Main_Page On Sun, 5 Dec 2004 12:00:39 +, Tristan Fairbairn wrote: > I did a forum post there on some "c++ gotchas" for new c++ > programmers > and they kindly put it in the wiki! > > > On Sun, 5 Dec 2004 03:03:47 -0700, Hasan Aljudy > <[EMAIL PROTECTED]> wrote: >> works fine for me .. >> I don't own that site or anything, I'm just a visitor, but I >> posted it >> here because I haven't seen any other wiki around. >> >> >> On Sun, 05 Dec 2004 10:54:51 +0100, tei <[EMAIL PROTECTED]> >> wrote: >>> >>> not work >>> >>> Fatal error: Call to a member function on a non-object in >>> /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code >>> on line 70 >>> >>> as for wikis, I feel has already exist a few ones, I suggest to >>> especialize, so maybe you can design your wiki to support >>> mappers, or >>> moddelers, or vgui2 designers, whatever.. and other wikis >>> target other >>> use. Also can be a good idea to linke each another >>> >>> the target its to collect info and help modders, I think. >>> >>> I may open my own hl2wiki, to document netcode and other >>> enginecode >>> related stuff. >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] entity limit?
What its the netcode entity limit? http://www.totalretribution.com/sourcesdk/hl/te__beaments_8cpp.html#a7 I dont understand this: g_TEBeamEnts.m_nStartEntity = (start & 0x0FFF) | ((1 & 0xF)<<12); g_TEBeamEnts.m_nEndEntity = (end & 0x0FFF) | ((1 & 0xF)<<12); hee... Its the limit 4095? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
I did a forum post there on some "c++ gotchas" for new c++ programmers and they kindly put it in the wiki! On Sun, 5 Dec 2004 03:03:47 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote: > works fine for me .. > I don't own that site or anything, I'm just a visitor, but I posted it > here because I haven't seen any other wiki around. > > > > > On Sun, 05 Dec 2004 10:54:51 +0100, tei <[EMAIL PROTECTED]> wrote: > > > > not work > > > > Fatal error: Call to a member function on a non-object in > > /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70 > > > > as for wikis, I feel has already exist a few ones, I suggest to > > especialize, so maybe you can design your wiki to support mappers, or > > moddelers, or vgui2 designers, whatever.. and other wikis target other > > use. Also can be a good idea to linke each another > > > > the target its to collect info and help modders, I think. > > > > I may open my own hl2wiki, to document netcode and other enginecode > > related stuff. > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] adding maps to a mod?
are you talking about making maps, or copyingmaps over from a different location? anyway, for making maps, just use the Source SDK think in steam's gmaes menu, from the drop down list select your mod, double click hammer, it should be now automatically configured to save and compile maps in your mods directory. On Sun, 5 Dec 2004 03:44:23 -0800, Kyle Keating <[EMAIL PROTECTED]> wrote: > How the heck do i add a custom map to the mod. I dont want the hl1 > maps. So i overwrote the maps dir with the hl2dm maps dir. None of the > maps work. I also added a text file which i thought was the solution > "maplist.txt" to my mod dir, but that did nothing. Im confused, where > is the documentation for this? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin
Is anyone able to help with this? On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn <[EMAIL PROTECTED]> wrote: > Hi list, > > I'm messing about with a plugin and i'm getting a crash when trying to > access an edict_t* returned by PEntityOfEntIndex(int iEntIndex) > > I'm basically trying to find out info about entities based on the > client index (eventually i'd like to do it based on name and/or steam > id). > > Code goes a little like this: > > edict_t *entity = engine->PEntityOfEntIndex(playerIndex); > if (!entity) ... > > IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity); > if (!playerInfo) ... > > // This line causes a crash > Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); > > I'm almost certainly doing something wrong, or perhaps my approach is > totally wrong for what i'm trying to achive. So any thoughts? > > ta, > > Trimbo > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] NPCs acting differently
Adrian, That actually was the reason why NPCs didn't hate each other. I worked backwards from there to fix it... Thanks a lot :) Gerald Adrian Finol wrote: Is your gamerules initializing relationships correctly? Check CHalfLife2::InitDefaultAIRelationships in hl2_gamerules.cpp to see how HL2 does it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gerald Sent: Saturday, December 04, 2004 4:21 PM To: [EMAIL PROTECTED] Subject: [hlcoders] NPCs acting differently Hi I'm trying to get NPCs to work in a multiplayer mod. What I've done use use the single player code and run it with a net_start, sv_lan 1, maxplayers 10 before starting the map. Players join fine, but NPCs just sit there. I worked out that it is the maxplayers variable that changes how NPCs behave. As soon as it's bigger then 1, NPCs just stop working properly. Also, NPCs obey the npc_go, etc commands just fine with any maxplayer value. I've trolled through the NPC code and the AI code, but can't find the particular thing that changes this logic. Any ideas? Thanks, Gerald ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] adding maps to a mod?
How the heck do i add a custom map to the mod. I dont want the hl1 maps. So i overwrote the maps dir with the hl2dm maps dir. None of the maps work. I also added a text file which i thought was the solution "maplist.txt" to my mod dir, but that did nothing. Im confused, where is the documentation for this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Doc
Indexing the doxygen data works like a charm: http://hl2sdk.wolferix.de/index.php/TE :D r00t 3:16 wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Not a wiki site but here are the project docs for the entire hl2 source sdk everything project file. (I haven't uploaded all the files which is why there is only 2 links.) http://www.totalretribution.com/sourcesdk I will be adding a search feature to this soon. Enjoy... r00t 3:16 CQC Gaming www.cqc-gaming.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] error message free(): invalid pointer 0x401e2480!
I also get this message in fedora core 1. On Sat, 04 Dec 2004 22:41:03 -0500, Chris Moyer <[EMAIL PROTECTED]> wrote: > what is this error message and why do I get about 100 of them every time > I start the server? I'm running Ubuntoo (debian mod) Linux with a 2.6.8 > kernel. > Thanks again > --Chris Moyer > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] NPCs acting differently
Is your gamerules initializing relationships correctly? Check CHalfLife2::InitDefaultAIRelationships in hl2_gamerules.cpp to see how HL2 does it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gerald Sent: Saturday, December 04, 2004 4:21 PM To: [EMAIL PROTECTED] Subject: [hlcoders] NPCs acting differently Hi I'm trying to get NPCs to work in a multiplayer mod. What I've done use use the single player code and run it with a net_start, sv_lan 1, maxplayers 10 before starting the map. Players join fine, but NPCs just sit there. I worked out that it is the maxplayers variable that changes how NPCs behave. As soon as it's bigger then 1, NPCs just stop working properly. Also, NPCs obey the npc_go, etc commands just fine with any maxplayer value. I've trolled through the NPC code and the AI code, but can't find the particular thing that changes this logic. Any ideas? Thanks, Gerald ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling errors, please help!
Carmen Bartoli wrote: i used the prjconverter and opened the new dsw successfully, tried compiling before i touched anything, and i get 54 errors and 4 warnings! anyone have the same problem? Do not start from scrach with prjconverter, other people has already fix the main problems, here its semi-fixed proyects: http://hl2sdk.wolferix.de/index.php/Compiling#Personal_Proyect_Files If you fix the remain problems, please upload elsewhere and link on that page. note: If you search older post, you will see this info Its already posted. Its a good idea to search before ask. If you use a bad mail client with bad search function, you may swich to gmail or thunderbird. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling errors, please help!
hey i dont know how long you have subscribed here but there was a post a couple of days ago about using MSVC++6. You need SP5 and the processor pack. http://hl2sdk.wolferix.de/index.php/Compiling john On Sun, 5 Dec 2004 02:01:03 -0800 (PST), Carmen Bartoli <[EMAIL PROTECTED]> wrote: > i used the prjconverter and opened the new dsw > successfully, tried compiling before i touched > anything, and i get 54 errors and 4 warnings! > > anyone have the same problem? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] compiling errors, please help!
i used the prjconverter and opened the new dsw successfully, tried compiling before i touched anything, and i get 54 errors and 4 warnings! anyone have the same problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
works fine for me .. I don't own that site or anything, I'm just a visitor, but I posted it here because I haven't seen any other wiki around. On Sun, 05 Dec 2004 10:54:51 +0100, tei <[EMAIL PROTECTED]> wrote: > > not work > > Fatal error: Call to a member function on a non-object in > /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70 > > as for wikis, I feel has already exist a few ones, I suggest to > especialize, so maybe you can design your wiki to support mappers, or > moddelers, or vgui2 designers, whatever.. and other wikis target other > use. Also can be a good idea to linke each another > > the target its to collect info and help modders, I think. > > I may open my own hl2wiki, to document netcode and other enginecode > related stuff. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
nice look wiki. ill be happy to fill it with barely legible english as soon as i get the SDK to compile >_< john On Sun, 05 Dec 2004 10:54:51 +0100, tei <[EMAIL PROTECTED]> wrote: > Hasan Aljudy wrote: > > http://www.hl2coding.com/wiki/ > > > > well, someone finally made it! > > > > It's kinda empty now .. so go post stuff there! > > > > (btw, plz don't tell me there is already hl2world, as they support the > > stolen build and I wouldn't consider them a good part of the > > community, their contribution is negative) > > not work > > Fatal error: Call to a member function on a non-object in > /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70 > > as for wikis, I feel has already exist a few ones, I suggest to > especialize, so maybe you can design your wiki to support mappers, or > moddelers, or vgui2 designers, whatever.. and other wikis target other > use. Also can be a good idea to linke each another > > the target its to collect info and help modders, I think. > > I may open my own hl2wiki, to document netcode and other enginecode > related stuff. > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
Hasan Aljudy wrote: http://www.hl2coding.com/wiki/ well, someone finally made it! It's kinda empty now .. so go post stuff there! (btw, plz don't tell me there is already hl2world, as they support the stolen build and I wouldn't consider them a good part of the community, their contribution is negative) not work Fatal error: Call to a member function on a non-object in /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70 as for wikis, I feel has already exist a few ones, I suggest to especialize, so maybe you can design your wiki to support mappers, or moddelers, or vgui2 designers, whatever.. and other wikis target other use. Also can be a good idea to linke each another the target its to collect info and help modders, I think. I may open my own hl2wiki, to document netcode and other enginecode related stuff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling on Linux
Also of note, the GCC version that is mentioned on that page is *required* - I had to upgrade mine to compile it. Also, if you use NPTL (the newer distributions use it, Gentoo uses it by the NPTL use flag), you will have to add -lpthread to the appropriate link sections in the Makefile. On Sun, 5 Dec 2004 01:49:36 -0500 (EST), David Anderson <[EMAIL PROTECTED]> wrote: > Ahhh, I see, I need to have the game binaries on hand... missed that. > > Sigh. Thanks. > > -David Anderson > > > > On Sat, 4 Dec 2004, Alfred Reynolds wrote: > > > This document: > > http://www.valve-erc.com/srcsdk/linux_compiling.html > > > > Describes the environment you need to compile the SDK under linux. Note > > that you also need to setup the base Makefile before being able to > > compile the SDK. > > > > - Alfred > > > > Original Message > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of David > > Anderson Sent: Saturday, December 04, 2004 9:33 PM To: > > [EMAIL PROTECTED] Subject: [hlcoders] Compiling on Linux > > > >> Am I the only one whose SDK is simply missing the Linux libraries > >> required to compile the SDK? > >> > >> The makefiles in src\linux_sdk reference versions of src\lib files > >> that end in _i486.so and they aren't there. > >> > >> Thanks, > >> > >> -David Anderson > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Copyright violation need answers...
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hopefully Yahn or Alex can give me an answer on this I just used doxygen to create a doc of the source sdk layout. I ran doxygen on the project file "everything_sdk.sln" which doxygen grabbed whatever was available on the source sdk.. I uploaded the generated HTML files to here http://www.totalretribution.com/sourcesdk However after looking at the docs, I had clicked a link and it had the actual "source code" listed with link references to classes etc. My question is, would this be a copyright violation? Just wanted to be safe then sorry.. r00t 3:16 CQC Gaming www.cqc-gaming.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sourcesdk.gcf question
Exactly. They are compressed on the wire, but not on disk. Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Jeffrey "botman" Broome > Sent: Sunday, December 05, 2004 1:40 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] sourcesdk.gcf question > > Vyacheslav Djura wrote: > > > > P.S. Why VALVe doesn't compress any .gcf files? :-/ This > would save a > > lot of time and money for users with low-bandwidth > (dial-up). Respect > > people who have bought license versions of your game in undeveloped > > countries which do not have broadband in every house. > > > > I believe they ARE compressed WHILE you are downloading them. > Once they have been downloaded, they are uncompress to the > hard disk for fast access later when they need to be read. > No sense waiting for 10,000 textures to uncompress when you > are trying to load the game since disk space is SO cheap now adays. > > -- > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] sourcesdk.gcf question
Hello Jay, Monday, December 6, 2004, 12:12:59 AM, you wrote: JS> Exactly. They are compressed on the wire, but not on disk. Ok, but you haven't answered my another question - will it work if I'll download sourcesdk.gcf separately and place it into SteamApps folder? -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders